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Hello everyone and welcome to a new section.

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In this section I'm gonna be showing you

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how you can turn your render engine from

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cycles over to EV and

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convert your whole scene into that render engine.

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Av is quite different from cycles,

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lighting, glass, reflections.

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All of that works much differently.

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And I'm going to be talking about how it works and how

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to optimize your scene to make it look really nice.

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So let's go ahead and get started.

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Here is our final scene,

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it using the Cycles Render Engine.

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And before you change anything,

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make sure you save it as

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a new blend file so you can

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always go back to your one in cycles.

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So with this blend file selected,

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I'm going to press Control Shift and

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S to save it as a new blender file.

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I'm going to call it EV Tutorial

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3 because I've tried to record this three times so far.

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And once you've done that, you can click on Save As.

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Now that we've saved it as a new blender file,

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we can go to the EV render engine and not

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have to worry about messing

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anything up in these cycles version.

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So let's switch over to EV.

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Let's take a look at our scene by hitting

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Z and going into rendered view.

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This might take a couple of minutes

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or you can see there it was pretty quick.

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And you can see our scene doesn't really look that great.

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The windows are currently not

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working and we'll fix that in just a second.

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But first off, I wanted to

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fix some of the Render Settings.

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I'm going to zoom in over here

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and show you what some of these do.

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First off, we're going to turn on ambient inclusion.

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You can see this adds a little bit of darkness

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around the corners of all of the objects.

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You can control the strength of this

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by turning up the factor amount.

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If you bring those up to three,

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you can see it's a lot darker.

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I'm just going to leave it at a value of one.

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You can also turn on a bloom and this is going to need

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to add a glow around the lights.

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So if I come over to here,

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you can see with it off,

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there is no glow.

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But with that turned on,

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it adds a nice glow around that area,

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which is pretty nice.

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You can control the strength of this bloom by

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turning up the intensity slider.

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I'm just going to leave it at the default settings.

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One very important setting that we need to

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turn on is a screen space.

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Reflections. Make sure that is enabled

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and that will change how

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your reflections work in your entire scene.

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You can see with it off there

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is no reflection in the water,

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but with it turned on, we now have reflection.

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Open up this panel and make

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sure refraction is also turned on.

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This will allow us to modify

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the glass materials we can actually

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see through it and then also turn off half raise traced.

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So we're actually using

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the full resolution on all of the rays.

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Next up we're going to open up these shadows.

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The cube size is currently set to five at 12.

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This will give us a kind of low resolution shadow.

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So let's bring that up to a value of 248.

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That's just going to increase

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the resolution of all of our shadows.

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The cascade side, I'm also going to bring up to 2048.

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And that will also make and that will also help with

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the resolution of the shadows

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and making sure everything looks good.

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You can also turn on high bit depth shadows

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and that will increase the resolution as well.

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The indirect lighting we will cover later,

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but for now we're going to close that off.

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And I think everything else is good to go.

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We have medium, high contrast in the color management.

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So now let's work on the materials.

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I'm going to select the window material

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first and then go over to the Material tab.

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Make sure you have the glass material selected.

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And how this works is we need to

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turn on its screen space refraction.

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And then we'll be able to see

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inside our house as you can see there.

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And that is basically all we really need to do.

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As with the other materials.

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We're going to select our pool water,

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turn on screen at space refraction.

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And then we should be able to see inside ice,

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you can see the other material

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that we need to fix is all of the plants.

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You can see since they're using a transparent texture,

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is giving us a black outline over every single leaf.

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So what we need to do is selected that material.

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We have the leaves material selected.

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Underneath the blend mode,

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we need to select Alpha hashed.

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And that's going to get rid of

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that transparency and give us that this effect,

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which looks a lot better.

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Let's do the same thing for

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this object over here inside the house.

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Let's go ahead and select it.

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And then on the blend mode,

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set it over to Alpha hashed.

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Finally, it will come up here to

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the big tree and do the same thing.

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And you might think to switch it over to alpha blended.

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But the problem with that is it doesn't

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really work with and multi-layer transparency.

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You can see here, if I switch it over to alpha blend,

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it's not going to display those at all.

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It's only going to display the trees.

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So switching it over to

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Alpha hat allows other transparent objects.

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You can actually see through

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them and see that transparency,

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which is what we want.

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And that looks much better.

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You also might notice that we have

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a lot of light bleed all over the place,

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especially over here in the top right.

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Eb is known for rendering light bleed and

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there are a couple of ways to fix that.

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Let's go ahead and select the lab in our scene.

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And the first thing that we need to do to

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help prevent that light bleed is to

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open up the shadow and then turn on at contact shadows.

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What contact shadows does is it basically

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takes the light and where there

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is a shadow and then adds a little bit

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of a shadow really close to that edge.

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That edge is determined by the distance slider.

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So if I drag this up,

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that might help prevent a little bit,

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but you can see it's still there.

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So another way to fix light bead is

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to add some thickness to your object.

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So we're gonna go ahead and do that,

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select your main A-frame of

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the house and go over to the modifier,

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tap the thickness slider

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here and the solidify modifier we're going to bring up.

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First though I'm going to set

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the offset all the way up to one.

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So instead of extending inside the house,

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the thickness is actually going to

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go on the outside of the house.

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So for the thickness slider,

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I'm going to set that up to 0.2 and enter.

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And hopefully that will prevent any light bleed that's in

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these corners will do the same thing over here.

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We're going to select this plane

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or this object right here.

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And underneath the thickness,

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we're going to go up two instead of point

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2 because that's a bit too

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much on this side of the house.

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Let's go up to 0.15 and Enter.

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You can see inside that it's

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clipping into that object now.

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So on the offset,

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let's try a value of 0.

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That will look a little bit better.

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And as you can see though,

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there is still some light bleed right there.

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Another way to fix that is to lower the lights.

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So what we can do is select of those lights right here.

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I'll select this one as well.

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The select those objects will go back

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into rendered view and drag this underneath.

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And as you can see, once we drag it underneath,

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that light is now gone.

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Let's go back into camera view

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and double-check the rest of

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the scene and I think everything

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else is looking pretty good.

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Now let's talk about indirect lighting.

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Indirect lighting allows there to be

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light bounces in EV, at the moment,

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there is no light bounces and that's why

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the whole scene looks very plain and boring.

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So to add light bounces and EV,

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you need to add in a new object.

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We're going to press Shift a and go

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over to the light probe

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and then add in any radiance volume object.

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With this object selected,

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we need to scale it up to match the rest of the scene.

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I'm going to go into top view by hitting seven.

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And then I'm going to press S to scale and

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scale it up to fit the entire house.

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Just like this.

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So right about there looks pretty good.

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You want to make sure that this is as small as it can be

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because it's going to take a long time

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to bake the indirect lighting.

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We're gonna go into front view now and scale

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this along the z-axis until it fits the house.

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So right about there and then we'll

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drag it down right about there.

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Looks pretty good.

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Let's go over to the settings and we're

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going to talk about the resolution.

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The resolution is how good at

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the indirect lighting will work.

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You can see with the screenshots

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so that a low resolution,

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there's not a very high-quality look

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to the bounces of light with a high resolution,

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it looks a lot better.

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So along the z-axis,

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I'm going to leave it at four,

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but along the x and the y,

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I'm going to bring it up to a value of eight.

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You also don't want to go too

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high with these values because sometimes it will

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look a little bit weird and you'll

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have more light bead than usual.

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I found that a value of eight for the x and y and

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a value of four for the z

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looks pretty good for this scene.

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So now that we've done that, let's jump back over to

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the EV settings and then click on bake indirect lighting.

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And that will make the entire scene have bound sliding.

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And it will look a really nice.

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Now that the indirect lighting has finished baking,

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Let's press Z and go into rendered view.

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As you can see, there is no lightweight

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anywhere and it is looking much better.

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The interior now has bounced

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lighting and it looks really nice.

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It almost looks good as cycles.

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So now that we've added all of the indirect lighting,

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I think we are ready to render this out.

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So for the render samples,

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I'm going to go up to a value of 128.

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I don't think you need to go any higher than that.

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And make sure you save your project once again,

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then you can go over to render

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and then click on Render Image.

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This might take a minute or two

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depending on how fast your computer is.

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But once it's done rendering,

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it'll take those composite knows that we've

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created in the last section

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and then apply it to the EV render.

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And the rotor has finished and it

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only took about 20 seconds.

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And as you can see, it does look really nice.

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If you want to change how the render looks,

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you can exit out of this window and go over

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to the compositing space right here.

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We don't really need a lot of these nodes.

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Like for example, we don't need

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a gamma nodes, we can get rid of that.

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We'll plug it into here.

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And then you can change the color if you wanted to.

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So if you wanted the shadows to

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be just a tiny bit brighter,

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you can drive that up.

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If the highlights are too bright,

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you can drive that down and play around with the nodes

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just like you did before in the cycles version.

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Once you are happy with the nodes that you've set up,

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you can press F 11 to bring back your scene,

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come over to here and type in

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viewer and select the viewer node.

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And then you can press Shift Alt S to save it.

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Or you can go over to image and click on Save As,

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and then name it however you want.

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I'm going to call it AB Tutorial 2,

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and then I'll click on Save As.

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There we go. We've now rendered

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arsine using the EV Render Engine.

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Thank you very much for watching this tutorial

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if you created your own, I'd love to see it.

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So make sure to post it in

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the assignments or the projects.

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Now just for fun,

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here's a comparison with the EV

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render engine and the Cycles Render Engine.

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You can take a look at these and see

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the differences and find the one that you like.

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As you can see, they both look really nice.

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I think these Cycles render

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engine looks a little bit better.

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It looks a little bit more realistic.

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But the IV, your render engine,

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the render time only took

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20 seconds and it still looks really good.

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So they both have their strengths and

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weaknesses, but there it is.

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That's gonna do it for this section.

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Thank you again for watching and

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I'll see you in the next one.

